Lets play Cube World to get our shit together while we wait for landmark.
Voxel-based-pvp-sandbox-multiplayer rpg with raids and no healer bros.
Neat thing about this game is it has a soft cap system. I love soft cap games. I wish someone would design a PvP game with relative soft caps (Relative as in the tangential curve is based off of your opponents skill). This way it gives unlimited levels that don't just become less valuable per skill level, but instead only become less valuable if you way outclass your opponent. However, as others grind, or new mobs are added to the game with higher skill levels, your extra skill level becomes more valuable again And again, because it's a soft cap relative system, there should never be something that's "unhittable" for you--rather there is only "so much" of a bonus you can get from having more skill. But the closer in skill in you are, the more noticeable the curve.
So 100 sword skill vs 100 defense=90% chance to hit. But 50 Sword Skill vs 100 Defense=70% to hit and then 1 Sword skill vs 100 defense=60% chance to hit. So the most important points come when players are about even, but their advantage quickly drops off as the space between opens.
Anyway, this system would have problems, too. But I like the "infinitely" get stronger aspect of MMO's when its NOT tied to gear. I really think the "power" grind should be separate from the "gear grind", unlike WoW where they combined it. I like gear that's
very, veryrare--so people might only get a couple magic items every few months of play. In the current MMO space, that wouldn't be possible because gear is the only way to increase your characters power...But in a system that has grinding for power, you could return gear to that "rare huge bonus" that it kind of was in "early" EQ (Non-max level).
So, in this way, you go do a dungeon and get nothing in terms of gear, you'd still get "levels" or "skill points" or "AA" or whatever so you feel like you've gotten something at the end of the play time, whether or not you got an item. But when you DO actually get an item, it should be like finding a treasure--very rare.